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YMMV / CMC+

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For YMMV related to the vanilla game, see here.


  • Continuity Lockout: Some Arcade mode routes are direct transplants of certain Anime the characters originate from, often compressed from multiple episodes down to one plot segment per battle. For the likes of Guilmon or Seiya, the seemingly rushed plot in CMC+ will be hard to grasp without seeing their respective Anime beforehand.
  • Demonic Spiders: In Classic, Arcade, and Challenge mode — or even in Free-For-All when selecting Random for the AI, there are fighters not select-able from the roster (or not select-able from the default roster and only select-able in alternative CSSs in v8) that are either randomly or are preset to appear. Some of them are a pain to fight, especially when RNG decides they show up.
    • Pig God. At first glance, an extreme Mighty Glacier who's hard to KO, with a fairly limited offense playstyle consisting of a Dash Attack and a grab. But the true pain comes with his gimmick: if he grabs your fighter, he'll swallow them whole as a One-Hit Kill. And in V7, he doesn't just settle with one stock, he'll end your game right there and then.
    • Metal Man, whose sole ability is his Metal Blade, and it's all he needs to kick your ass. His weapon is rather oppressive due to being a spam-able, auto-aiming projectile that'll both rack up damage and potentially finish you off.
    • Misaki. She's already dangerous to fight — what with her large, fast, and hitbox encompassing, get-off-me attack — but you'll really wanna pull your hair out when she uses her Mental Out ability: controlling your Player Character to literally escort you to the blast-zone. It is possible to fight against the movement by shielding or with certain specials, but you'll likely need the foresight of when she decides to use the move, otherwise it's a guarantee SD on certain stages when it happens at inopportune times.
    • Gallantmon. It's no wonder why the already-Digivolved Mega form of Guilmon was supposed to be meant as a limited-time transformation gimmick for the actual Guilmon fighter. It is very easy to rack up damage on the Holy Knight, but most combos you'd use for over 90% of the other fighters don't exactly work on him — because he is Immune to Flinching from many attacks that happen to be mostly on the weak side in terms of knockback. One huge example of his formidable battle prowess in a match is his neutral special — a massively-sized laser shot straight in the direction he's facing. If your fighter happens to be in front of him once he uses his neutral special, you are slapped with 30% damage and heavy knockback. Characters with very/extremely low crouches like Kirby and Jigglypuff aren't even safe from this laser. The only true saving grace you have is that his giant hitbox gives him a massive susceptibility to grabs — thus he's a prime target for abuse from pummels and especially throws.
  • Goddamned Bats: Numemon is a Joke Character with generally bad stats, but he's a real pain to actually fight. Due to his unconventionally small size, most of the cast will have a hard time even hitting him with most of their basic attacks, while Numemon in turn will barrage the player with their Dung Fu to rack up damage and make it hard to close in. Numemon graduates from this into a Goddamned Boss as part of a challenge featuring them; while unable to do damage (outside of their poison breath), they'll waste your time with their multi-poop spam until either the timer runs out or you take out all three of their stocks.
  • Good Bad Bugs:
    • The enemies hurtboxes in the Challenge Mode stages don't seem to always work as intended. For starters, certain attacks can overlap against them to hit more than intended, resulting in a satisfying multi-spark effect that signals their health depleting from one attack.
    • Remilia Scarlet's floating ability, active by holding the jump button down, is suppose to be limited by the blue hexagonal bar, like with her sister Flandre and other Touhou girls that share the same gimmick. However, on rare occasions in Remilia's case, the bar doesn't deplete whenever she uses said float, allowing her to perpetually do so for as long as the player wishes.
    • Most fighters can only taunt as much as the input will allow them, though that doesn't stop some AI-fighters from trying to spam it, if they're programmed with the ability to taunt. Lady's Sorrel's AI in particular doesn't seem to have a limit in their ability to taunt once their opponent is KO-ed, resulting in their Japanese voice clips overlapping rapidly to give a ridiculous yet terrifying effect.
    • The April Fools Build gives us a few odd yet hilarious glitches:
      • It is impossible to take Luigi (AFK)'s stock normally, but certain characters with some non-standard instant kill moves like Kirby or Don't Touch Me can do so on a technicality. Upon Luigi's stock being taken, it doesn't quite register correctly by the game itself, breaking the stock system. This means if the opposing fighter(s) depletes their own stock afterwards, the match will still continue with Luigi as the sole fighter, complete with the BGM cutting out, letting Luigi do his usual Stuff Blowing Up shtick for the remainder of the game.
      • It's possible for AFK Luigi to hit the blast-zone in the right way note to rebound against it constantly, resulting a fireworks display of knockback effects, with Luigi getting his percentage to 006%.
  • Hilarious in Hindsight: In addition to the case inherited from vanilla Crusade...
    • Cloud's main form's neutral special is a projectile that cycles between fire, ice and thunder. This was added before the introduction of Sora to Ultimate with a similar neutral special.
    • Garfield's up tilt has him producing a weaponized Thought Bubble Speech; an accurate prediction of his Nickelodeon All-Star Brawl self's light up air five months after the release of V7.
  • Narm: It's fair to say the mod as a whole isn't meant to be taken seriously, what with its many Crack Fic/Weird Crossover aspects, as well as blatant examples of Stylistic Suck. But any time where it doesn't focus on said aspects doesn't always translate to things being more consistently serious in tone:
    • Most Touhou Project characters have the same route/story-line Excuse Plot of finding out who caused an unexplained incident in Gensokyo, with the end-boss culprit being Shinki. While this works fine enough when playing as Reimu or Marisa, who are standard protagonists that tend to work towards this goal, it becomes bizarre and awkward when the likes of Cirno, Flandre, or Parsee get involved, as the generic dialogue doesn't do their established characterization justice. It all becomes further nonsensical with specific characters: Mugetsu, one of Shinki's servants opposing her master, or even Shinki, confronting herself with no acknowledgement of the obvious Mirror Match.

      But the true weirdest character to have this Arcade route? Cless Alvein, someone who isn't a Touhou Project character, nor have any sort of connection to the series, yet for some reason shares the exact same route as the rest.
    • Like with Ultimate's spirit battles and Classic routes, fighters may be used to represent others characters not playable. This can cause some dissonance depending on the characters or if there's story cutscenes trying to reinforce who the fighters are representing.
      • X's V7 Arcade Mode features multiple opposing mavericks seemingly come Back from the Dead in new reploid forms. This is represented by other characters in the roster acting as stand-ins: Wrastor for Storm Eagle and Zeraora for Neon Tiger work just fine, but a red Dracobot as Magma Dragoon is kind of a stretch. What firmly garners this reaction is who stands in for Split Mushroom: Toad.
      • Kuroko's route features some minor story cutscenes, alongside representing other characters from her series. While certain characters are passable at best, it's at its most egregious when Kuroko meets her final opponent Touma, a late teenage boy ...who in gameplay is either Silver Fang or Mach Rider, the former being an Old Master who's far older than the guy in the cutscene, and the latter being in bulky biker gear.
  • Nightmare Fuel: The April Fools build is largely a fun time, with its content being either funny or ridiculous... but then at complete random, the "UOHHHHHHH :sob:" stage loads into the infamous mugshot of Kuropika sporting his Scarlet Eyes staring at the player, complete with ominous music as the BGM. To make matters worse, the game effectively gets soft-locked by at this screen, so you have to forcibly close the game.
  • Scrappy Mechanic: Certain characters need to be unlocked via requirements and a follow-up fight? Standard for Smash Bros., but the rosters sheer size isn't standard, and therein lies the problems. While some characters can be obtained reasonably enough through standard matches at random, or going for straightforward completion of certain Classic, Arcade and Challenge modes, there's naturally some more obtuse and obscure requirements if you want every single character. Furthermore, if you screw up the battle portion of the unlock requirements, you have to repeat the first requirements that triggered the battle, which can take a while if said requirements are related to specific Arcade mode routes or even certain secrets like Ronald. You can unlock most characters with use of a built-in Cheat Code to circumvent the issues altogether, but six specific characters (three in V7) are immune to this method, Those being...  and must be found the legitimate way.
  • That One Boss: Awakened Zero, when fought as a boss. The challenge takes place on Cold Man's Stage, a flat arena that his Ground Punch move can easily cover if he's in the center. His homing projectiles are very hard to avoid, and he his dash attack Side Special is very hard to predict, and he will combo into his Up Special, then repeated Aerial Down Specials. He also has an attack where he shoots a massive sword beam that is incredibly hard to dodge and nearly an instant KO if you get hit by it.

    You fight him again in X's Arcade mode as the penultimate fight, which can be seen as both easier and harder. The easier part comes with how items can spawn and give you an edge in the fight, meaning you could luck out and get a starman. The harder part comes with how you're forced to be X, and you fight on Final Destination, a smaller stage with blast zones that are slightly more cramped, making it more likely for the projectiles spawned by his Ground Punch to KO you.
  • That One Sidequest: Unlocking Ronald McDonald, who's designed as a playable superboss, in V7. His unlock requirements involve going into the Luna Nights challenge and finding a specific grey key in an extremely-hidden area to unlock the path to a secret exit. While the entire challenge process is tricky enough as is, the real problems arise when you have to fight Ronald himself, a Purposely Overpowered character who'll render your progress moot real fast if you're not careful, forcing you to play through the challenge again just to get another shot at unlocking him.note 
  • Unexpected Character: While Crusade had it's own fair share of oddball picks with characters such as Weegee, this mod, with its large roster of fighters coming from the Crusade Modding Community, features plenty more.
    • Paper Mario himself is a fairly popular request for Smash, with a few other characters from his series being popular alternatives. The Smorg is not one of those, being largely a Giant Space Flea Out Of Nowhere enemy of a late-game chapter from The Thousand Year Door.
    • Lady's Sorrel, largely because she originates from a non-mainstream type of game. Serio, for similar reasons as well.
    • Of all the Mooks from the Mother games that could be included as a playable fighter, Rock Lobster is likely not the first pick on anyone's mind, being an easily forgotten Mother 3 enemy found in only one area of the game.
    • Windows 10. Not even some form of OC representing Windows 10, it's just the software itself depicted as its classic window appearance.

Alternative Title(s): Super Smash Bros CMC Plus

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